fuckingtech/public/assets/glsl/lygia/sample/equirect.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

71 lines
No EOL
2.1 KiB
GLSL

#include "../space/xyz2equirect.glsl"
#include "../generative/random.glsl"
#include "../generative/srandom.glsl"
#include "../sampler.glsl"
#include "../color/space/linear2gamma.glsl"
#include "../color/space/gamma2linear.glsl"
/*
contributors: Patricio Gonzalez Vivo
description: sample an equirect texture as it was a cubemap
use: sampleEquirect(<SAMPLER_TYPE> texture, <vec3> dir)
options:
- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
- SAMPLEEQUIRECT_ITERATIONS: null
- SAMPLEEQUIRECT_FLIP_Y
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef FNC_SAMPLEEQUIRECT
#define FNC_SAMPLEEQUIRECT
vec4 sampleEquirect(SAMPLER_TYPE tex, vec3 dir) {
vec2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
return SAMPLER_FNC(tex, st);
}
vec4 sampleEquirect(SAMPLER_TYPE tex, vec3 dir, float lod) {
#if defined(SAMPLEEQUIRECT_ITERATIONS)
vec4 color = vec4(0.0);
vec2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
vec2 r = vec2(1.0+lod);
const float f = 1.0 / (1.001 - 0.75);
mat2 rot = mat2( cos(GOLDEN_ANGLE), sin(GOLDEN_ANGLE),
-sin(GOLDEN_ANGLE), cos(GOLDEN_ANGLE));
vec2 st2 = vec2( dot(st + st - r, vec2(.0002,-0.001)), 0.0 );
float counter = 0.0;
#ifdef PLATFORM_WEBGL
for (float i = 0.0; i < float(SAMPLEEQUIRECT_ITERATIONS); i++) {
#else
for (float i = 0.0; i < float(SAMPLEEQUIRECT_ITERATIONS); i += 2.0/i) {
#endif
st2 *= rot;
color += gamma2linear( SAMPLER_FNC(tex, st + st2 * i / vec2(r.x * 2.0, r.y))) * f;
counter++;
}
return linear2gamma(color / counter);
#else
dir += srandom3( dir ) * 0.01 * lod;
vec2 st = xyz2equirect(dir);
#ifdef SAMPLEEQUIRECT_FLIP_Y
st.y = 1.0-st.y;
#endif
return SAMPLER_FNC(tex, st);
#endif
}
#endif